Tim takes a look @ Dungeons and Dragons 4th Edition Players Handbook

Ok, days after release and I’ve finally given up on trying to do an audio review, so to pen and paper I go!
Well keyboard…
I admit now I was cautious about this new edition with the pre-whingeing.
Sorry they were, they had exactly the same with 3rd and 3.5.
‘OMG look at that sword it looks like it’s from an anime?!?!?? Or similar was my favourite.
They are so very wrong.
 So to usual reviewing system!
Premise: Well, it’s the fantasy gaming standard isn’t it?
Create your character, get a weapon be it sword, divine smiting or blistering fireball.
Save the princess, save the world.
Simple.
Maybe add a dragon or two (well, it’s in the title isn‘t it).
This has been redesigned for the community making it more streamlined and cinematic. With a few tricky start up things to get your head around.
 
I agree with the people whom have compared it to so many MMO’s, but it still stands alone.
But before I get into the nitpicking and comments;
 
Artwork: Now my fear was they would drastically change this to compensate for the younger generation of Naruto/Bleach/One Piece/Whatever happens to be forced onto the general public as the BEST ANIME EVAR!!!
Ugh, can’t stand that, but at least you can yoink plotlines which people won’t see coming J
 
BUT, Wizards of the Coast have remained true with artwork which captures the essence of the game. As a player of AD&D and 3/3.5ed the new art is a combination, the style is modern, but the soul of it is AD&D, just touches within it bring a warm glow.
 
The Nitty Gritty: It works, until I can get a few sessions running to see it in play I’m happy, There has been drastic remodelling of the D20 system. With a powers system similar to ‘the book of Nine Swords’ for the combat wombats and a resorting of the spells, with many missing (I assume these are to be restored through source books released at a later date). The combat looks smoother and a healing surge system which allows mid combat encounter healing, preventing hideous death early on.
 
The new roll is half of level+ ability mod + Other mods, which is a hellva lot more simple.
The levels systems are now 1-10 Heroic: standard PC‘s,
11-20 paragon. Which opens up new paths (replacing prestige classes and I’m guessing that there will be lots more coming).
21-30: Epic. Opening up Epic pathways.
 
The races has have an overhaul too. I’m sad to see Gnomes go, despite how much I dislike them, but they were integral as you needed comic relief somewhere. Also the half orc has left the pages, the angry, possibly crossbreed obviously-going-to-be-some-sort-of-fighter has left to end up as a NPC class.
Half Elves remain as a sexy combination of John Barrowman and Johnny Depp and a surprise rewriting of the halfing as being a nomadic race.
When? I have heard that WOTC deny that D&D was loosely inspired by Tolkein. (be honest with yourselves here) Halfling are chunky monkeys who live underground and mainly concern themselves with the next meal.
 
So now we have the ‘Eladrin’ the Neil Gaiman race of Fey from ironically the Feywild, who have close links with Elves ( who have lost their magic user tendencies to become more Legolas) and have a rockin’ minor teleporting ability.
 
And Tieflings, a evil heritage race who have whacking great horns and odd coloured skin.
 
Lets be honest, people will play these as they look cool. Then try an angst ridden protagonist who is for role-play purposes only, who doesn’t want to suffer the sins of his father the 16th overlord of the dismal plane of desolation and dealing with his past blah blah blah.
They should have been packaged with silly black dyed hair, armbands and a ‘My chemical failure’ T-shirt.
 
Harsh I admit, but they seem so unnecessary to the game. That’s just my opinion, which is what you’re here to read
Now the classes have provided the most entertainment for me.
 
Gone are the Bard (surprised), the Barbarian (again surprised), the Monk (happy, never liked them) and the Sorcerer (who has basically been replaced with the Warlock).
So we now have two new classes; The Warlord, a fighter with inspiring abilities which can buff and heal (designed I’m guessing to enhance the Miniatures play aspect of the game which is pointed out throughout the rulebook). A nice class which fits in, though does feel a wee bit MMO, but it’s still cool.
The Warlock, a caster whom curses and causes mass trouble with Charisma based fun. An odd choice I thought, but as a class it looks efficient.
A lot of the new system is looking pump everyone else up ability wise and potential dangerous encounters may be over very quickly.
That’s why you ALWAYS have a bigger monster in reserve.
 
Starting gear has been incredibly simplified too, you get 100 gold pieces, enjoy.
 
Kinda takes the fun out of it really. The equipment list has been reduced too, so distinct lack of pickled herring, magnifying glasses and water clocks. Which I suppose could be for the best less bogging down of character sheets. Strange that WOTC have included a huge amount of magic items for the players to look at lovingly. I’m guessing for the purposes of making higher level characters without the hassle of going through the DMG for hours.
Thought I despair at the fact they‘ve made a ‘raise dead potion‘ Admittedly it‘s a high level item, but still…..
 
Overall: I reckon that this will take a while to sink and settle much like 3rd Ed did. But I’ll be doing reviews of the Dungeon Masters Guide and the Monster manual too, so I can give a greater informed opinion after that.
So far, a waggling Thumbs up. Bring on the next books

 

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